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<td class="classHeaderTableLabel">Package</td><td><a onclick="javascript:loadClassListFrame('class-list.html')" href="package-detail.html">org.flixel</a></td>
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<td class="classHeaderTableLabel">Class</td><td class="classSignature">public class FlxBlock</td>
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<td class="classHeaderTableLabel">Inheritance</td><td class="inheritanceList">FlxBlock <img class="inheritArrow" alt="Inheritance" title="Inheritance" src="../../images/inherit-arrow.gif"> <a href="FlxCore.html">FlxCore</a></td>
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<p></p>
  This is the basic "environment object" class, used to create simple walls and floors.
  It can be filled with a random selection of tiles to quickly add detail.
  <p></p>
<br>
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<div class="summaryTableTitle">Public Properties</div>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img class="inheritedSummaryImage" title="Inherited" alt="Inherited" src="../../images/inheritedSummary.gif"></td><td class="summaryTableSignatureCol"><a class="signatureLink" href="FlxCore.html#active">active</a> : Boolean<div class="summaryTableDescription">
   If an object is not alive, the game loop will not automatically call <code>update()</code> on it.</div>
</td><td class="summaryTableOwnerCol"><a href="FlxCore.html">FlxCore</a></td>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img class="inheritedSummaryImage" title="Inherited" alt="Inherited" src="../../images/inheritedSummary.gif"></td><td class="summaryTableSignatureCol"><a class="signatureLink" href="FlxCore.html#dead">dead</a> : Boolean<div class="summaryTableDescription">
   If an object is dead, the functions that automate collisions will skip it (see <code>FlxG.overlapArrays()</code> and <code>FlxG.collideArrays()</code>).</div>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img class="inheritedSummaryImage" title="Inherited" alt="Inherited" src="../../images/inheritedSummary.gif"></td><td class="summaryTableSignatureCol"><a class="signatureLink" href="FlxCore.html#exists">exists</a> : Boolean<div class="summaryTableDescription">
   Kind of a global on/off switch for any objects descended from <code>FlxCore</code>.</div>
</td><td class="summaryTableOwnerCol"><a href="FlxCore.html">FlxCore</a></td>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img class="inheritedSummaryImage" title="Inherited" alt="Inherited" src="../../images/inheritedSummary.gif"></td><td class="summaryTableSignatureCol"><a class="signatureLink" href="FlxCore.html#fixed">fixed</a> : Boolean<div class="summaryTableDescription">
   If an object is 'fixed' in space, it will not budge when it collides with a not-fixed object.</div>
</td><td class="summaryTableOwnerCol"><a href="FlxCore.html">FlxCore</a></td>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img class="inheritedSummaryImage" title="Inherited" alt="Inherited" src="../../images/inheritedSummary.gif"></td><td class="summaryTableSignatureCol"><a class="signatureLink" href="FlxCore.html#height">height</a> : uint<div class="summaryTableDescription">
   </div>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img class="inheritedSummaryImage" title="Inherited" alt="Inherited" src="../../images/inheritedSummary.gif"></td><td class="summaryTableSignatureCol"><a class="signatureLink" href="FlxCore.html#last">last</a> : Point<div class="summaryTableDescription">
   Stores the last position of the sprite, used by collision detection algorithm.</div>
</td><td class="summaryTableOwnerCol"><a href="FlxCore.html">FlxCore</a></td>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img class="inheritedSummaryImage" title="Inherited" alt="Inherited" src="../../images/inheritedSummary.gif"></td><td class="summaryTableSignatureCol"><a class="signatureLink" href="FlxCore.html#scrollFactor">scrollFactor</a> : Point<div class="summaryTableDescription">
   A point that can store numbers from 0 to 1 (for X and Y independently)
   that governs how much this object is affected by the camera subsystem.</div>
</td><td class="summaryTableOwnerCol"><a href="FlxCore.html">FlxCore</a></td>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img class="inheritedSummaryImage" title="Inherited" alt="Inherited" src="../../images/inheritedSummary.gif"></td><td class="summaryTableSignatureCol"><a class="signatureLink" href="FlxCore.html#visible">visible</a> : Boolean<div class="summaryTableDescription">
   If an object is not visible, the game loop will not automatically call <code>render()</code> on it.</div>
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   </div>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img class="inheritedSummaryImage" title="Inherited" alt="Inherited" src="../../images/inheritedSummary.gif"></td><td class="summaryTableSignatureCol"><a class="signatureLink" href="FlxCore.html#x">x</a> : Number<div class="summaryTableDescription">
   </div>
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   </div>
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<th>&nbsp;</th><th colspan="2">Property</th><th class="summaryTableOwnerCol">Defined&nbsp;by</th>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img class="inheritedSummaryImage" title="Inherited" alt="Inherited" src="../../images/inheritedSummary.gif"></td><td class="summaryTableSignatureCol"><a class="signatureLink" href="FlxCore.html#_flicker">_flicker</a> : Boolean<div class="summaryTableDescription">
   Internal helper used for retro-style flickering.</div>
</td><td class="summaryTableOwnerCol"><a href="FlxCore.html">FlxCore</a></td>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img class="inheritedSummaryImage" title="Inherited" alt="Inherited" src="../../images/inheritedSummary.gif"></td><td class="summaryTableSignatureCol"><a class="signatureLink" href="FlxCore.html#_flickerTimer">_flickerTimer</a> : Number<div class="summaryTableDescription">
   Internal helper used for retro-style flickering.</div>
</td><td class="summaryTableOwnerCol"><a href="FlxCore.html">FlxCore</a></td>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#_p">_p</a> : Point<div class="summaryTableDescription">
   Helper variable used during rendering.</div>
</td><td class="summaryTableOwnerCol">FlxBlock</td>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#_pixels">_pixels</a> : BitmapData<div class="summaryTableDescription">
   Stores the tile strip from which the tiles are loaded.</div>
</td><td class="summaryTableOwnerCol">FlxBlock</td>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#_rects">_rects</a> : Array<div class="summaryTableDescription">
   Array of rectangles used to quickly blit the tiles to the screen.</div>
</td><td class="summaryTableOwnerCol">FlxBlock</td>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#_tileSize">_tileSize</a> : uint<div class="summaryTableDescription">
   The size of the tiles (e.g.</div>
</td><td class="summaryTableOwnerCol">FlxBlock</td>
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<a class="signatureLink" href="#FlxBlock()">FlxBlock</a>(X:int, Y:int, Width:uint, Height:uint)</div>
<div class="summaryTableDescription">
   Creates a new <code>FlxBlock</code> object with the specified position and size.</div>
</td><td class="summaryTableOwnerCol">FlxBlock</td>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol"><img class="inheritedSummaryImage" title="Inherited" alt="Inherited" src="../../images/inheritedSummary.gif"></td><td class="summaryTableSignatureCol">
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<a class="signatureLink" href="FlxCore.html#collide()">collide</a>(Core:<a href="../flixel/FlxCore.html">FlxCore</a>):Boolean</div>
<div class="summaryTableDescription">
   Collides a <code>FlxCore</code> against this object.</div>
</td><td class="summaryTableOwnerCol"><a href="FlxCore.html">FlxCore</a></td>
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<a class="signatureLink" href="FlxCore.html#collideArray()">collideArray</a>(Cores:Array):void</div>
<div class="summaryTableDescription">
   Collides an array of <code>FlxCore</code> objects against the tilemap.</div>
</td><td class="summaryTableOwnerCol"><a href="FlxCore.html">FlxCore</a></td>
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<a class="signatureLink" href="FlxCore.html#collideArrayX()">collideArrayX</a>(Cores:Array):void</div>
<div class="summaryTableDescription">
   Collides an array of <code>FlxCore</code> objects against the tilemap against the X axis only.</div>
</td><td class="summaryTableOwnerCol"><a href="FlxCore.html">FlxCore</a></td>
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<a class="signatureLink" href="FlxCore.html#collideArrayY()">collideArrayY</a>(Cores:Array):void</div>
<div class="summaryTableDescription">Collides an array of <code>FlxCore</code> objects against the tilemap against the Y axis only.</div>
</td><td class="summaryTableOwnerCol"><a href="FlxCore.html">FlxCore</a></td>
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<a class="signatureLink" href="FlxCore.html#collideX()">collideX</a>(Core:<a href="../flixel/FlxCore.html">FlxCore</a>):Boolean</div>
<div class="summaryTableDescription">
   Collides a <code>FlxCore</code> against this object on the X axis ONLY.</div>
</td><td class="summaryTableOwnerCol"><a href="FlxCore.html">FlxCore</a></td>
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<a class="signatureLink" href="FlxCore.html#collideY()">collideY</a>(Core:<a href="../flixel/FlxCore.html">FlxCore</a>):Boolean</div>
<div class="summaryTableDescription">
   Collides a <code>FlxCore</code> against this object on the Y axis ONLY.</div>
</td><td class="summaryTableOwnerCol"><a href="FlxCore.html">FlxCore</a></td>
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<a class="signatureLink" href="FlxCore.html#destroy()">destroy</a>():void</div>
<div class="summaryTableDescription">
   Called by <code>FlxLayer</code> when states are changed (if it belongs to a layer)
   </div>
</td><td class="summaryTableOwnerCol"><a href="FlxCore.html">FlxCore</a></td>
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<a class="signatureLink" href="FlxCore.html#flicker()">flicker</a>(Duration:Number = 1):void</div>
<div class="summaryTableDescription">
   Tells this object to flicker, retro-style.</div>
</td><td class="summaryTableOwnerCol"><a href="FlxCore.html">FlxCore</a></td>
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<a class="signatureLink" href="FlxCore.html#flickering()">flickering</a>():Boolean</div>
<div class="summaryTableDescription">
   Check to see if the object is still flickering.</div>
</td><td class="summaryTableOwnerCol"><a href="FlxCore.html">FlxCore</a></td>
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<a class="signatureLink" href="FlxCore.html#getScreenXY()">getScreenXY</a>(P:Point = null):Point</div>
<div class="summaryTableDescription">
   Call this function to figure out the on-screen position of the object.</div>
</td><td class="summaryTableOwnerCol"><a href="FlxCore.html">FlxCore</a></td>
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<a class="signatureLink" href="FlxCore.html#hitCeiling()">hitCeiling</a>(Contact:<a href="../flixel/FlxCore.html">FlxCore</a> = null):Boolean</div>
<div class="summaryTableDescription">
   Called when this object collides with the bottom of another <code>FlxCore</code>.</div>
</td><td class="summaryTableOwnerCol"><a href="FlxCore.html">FlxCore</a></td>
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<a class="signatureLink" href="FlxCore.html#hitFloor()">hitFloor</a>(Contact:<a href="../flixel/FlxCore.html">FlxCore</a> = null):Boolean</div>
<div class="summaryTableDescription">
   Called when this object collides with the top of another <code>FlxCore</code>.</div>
</td><td class="summaryTableOwnerCol"><a href="FlxCore.html">FlxCore</a></td>
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<a class="signatureLink" href="FlxCore.html#hitWall()">hitWall</a>(Contact:<a href="../flixel/FlxCore.html">FlxCore</a> = null):Boolean</div>
<div class="summaryTableDescription">
   Called when this object collides with another <code>FlxCore</code> on one of its sides.</div>
</td><td class="summaryTableOwnerCol"><a href="FlxCore.html">FlxCore</a></td>
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<a class="signatureLink" href="FlxCore.html#kill()">kill</a>():void</div>
<div class="summaryTableDescription">
   Call this function to "kill" a sprite so that it no longer 'exists'.</div>
</td><td class="summaryTableOwnerCol"><a href="FlxCore.html">FlxCore</a></td>
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<a class="signatureLink" href="#loadGraphic()">loadGraphic</a>(TileGraphic:Class, Empties:uint = 0):void</div>
<div class="summaryTableDescription">
   Fills the block with a randomly arranged selection of graphics from the image provided.</div>
</td><td class="summaryTableOwnerCol">FlxBlock</td>
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<a class="signatureLink" href="FlxCore.html#onScreen()">onScreen</a>():Boolean</div>
<div class="summaryTableDescription">
   Check and see if this object is currently on screen.</div>
</td><td class="summaryTableOwnerCol"><a href="FlxCore.html">FlxCore</a></td>
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<a class="signatureLink" href="FlxCore.html#overlaps()">overlaps</a>(Core:<a href="../flixel/FlxCore.html">FlxCore</a>):Boolean</div>
<div class="summaryTableDescription">
   Checks to see if some <code>FlxCore</code> object overlaps this <code>FlxCore</code> object.</div>
</td><td class="summaryTableOwnerCol"><a href="FlxCore.html">FlxCore</a></td>
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<a class="signatureLink" href="FlxCore.html#overlapsPoint()">overlapsPoint</a>(X:Number, Y:Number, PerPixel:Boolean = false):Boolean</div>
<div class="summaryTableDescription">
   Checks to see if a point in 2D space overlaps this <code>FlxCore</code> object.</div>
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<a class="signatureLink" href="#render()">render</a>():void</div>
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   Draws this block.</div>
</td><td class="summaryTableOwnerCol">FlxBlock</td>
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<a class="signatureLink" href="FlxCore.html#reset()">reset</a>(X:Number, Y:Number):void</div>
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   Handy function for reviving game objects.</div>
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<a class="signatureLink" href="FlxCore.html#update()">update</a>():void</div>
<div class="summaryTableDescription">
   Just updates the flickering.</div>
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<a name="propertyDetail"></a>
<div class="detailSectionHeader">Property detail</div>
<a name="_p"></a>
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<td class="detailHeaderName">_p</td><td class="detailHeaderType">property</td>
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<code>protected var _p:Point</code><p>
   Helper variable used during rendering.
   </p></div>
<a name="_pixels"></a>
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<td class="detailHeaderName">_pixels</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td>
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<code>protected var _pixels:BitmapData</code><p>
   Stores the tile strip from which the tiles are loaded.
   </p></div>
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<td class="detailHeaderName">_rects</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td>
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<code>protected var _rects:Array</code><p>
   Array of rectangles used to quickly blit the tiles to the screen.
   </p></div>
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<td class="detailHeaderName">_tileSize</td><td class="detailHeaderType">property</td><td class="detailHeaderRule">&nbsp;</td>
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<code>protected var _tileSize:uint</code><p>
   The size of the tiles (e.g. 8 means 8x8).
   </p></div>
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<div class="detailSectionHeader">Constructor detail</div>
<a name="FlxBlock()"></a>
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<td class="detailHeaderName">FlxBlock</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">constructor</td>
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<code>public function FlxBlock(X:int, Y:int, Width:uint, Height:uint)</code><p>
   Creates a new <code>FlxBlock</code> object with the specified position and size.
   
   </p><span class="label">Parameters</span>
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<td width="20px"></td><td><code><span class="label">X</span>:int</code> &mdash;   The X position of the block.
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<td width="20px"></td><td><code><span class="label">Y</span>:int</code> &mdash;   The Y position of the block.
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<td width="20px"></td><td><code><span class="label">Width</span>:uint</code> &mdash;  The width of the block.
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<td width="20px"></td><td><code><span class="label">Height</span>:uint</code> &mdash;  The height of the block.
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<a name="methodDetail"></a>
<div class="detailSectionHeader">Method detail</div>
<a name="loadGraphic()"></a>
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<td class="detailHeaderName">loadGraphic</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td>
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<code>public function loadGraphic(TileGraphic:Class, Empties:uint = 0):void</code><p>
   Fills the block with a randomly arranged selection of graphics from the image provided.
   
   </p><span class="label">Parameters</span>
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<td width="20px"></td><td><code><span class="label">TileGraphic</span>:Class</code> &mdash; The graphic class that contains the tiles that should fill this block.
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<td class="paramSpacer">&nbsp;</td>
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<td width="20px"></td><td><code><span class="label">Empties</span>:uint</code> (default = <code>0</code>)<code></code> &mdash;  The number of "empty" tiles to add to the auto-fill algorithm (e.g. 8 tiles + 4 empties = 1/3 of block will be open holes).
   </td>
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<td class="detailHeaderName">render</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">method</td><td class="detailHeaderRule">&nbsp;</td>
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<code>public override function render():void</code><p>
   Draws this block.
   </p></div>
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